> > using OSWindow and SDL2, I suppose? > Yes, I am. > how can I play with that? > In the video description a put a link to my page of OSWindow, in which I have an outdated Woden image. Using Monticello with that image it should be possible to use the latest version.
I think its awesome that you try to make a 3d game engine for Pharo. I know > its not an easy task by a long mark, its tons of hard work to have > something reliable. Thank you for your efforts and if you want a beta > tester I will be more than happy to help you. > By using some libraries such as Bullet for physics, OpenAL for 3D audio it is not too much work. For generating the Bullet binding I will be using Swig (the binding generator). For music, libogg and libvorbis. It is not too much. In the end, our biggest concern is rendering and game logic, Saying that I am highly skeptical . There is a reason why 3d engines rarely > become popular in dynamic languages. Performance. Same reason why > C/C++dominate 3d graphics and audio synthesis. > Static compiler optimizations that provides a deterministic runtime performance and lack of modern system programming languages such as D. Their great advantage is in their support for primitive types, which have a well defined memory layout and accesses. Currently, we can do that kind of stuff by using NativeBoost, but it is very hard to use. We will see about this problem in his due time. 2014-06-16 4:13 GMT-04:00 kilon alios <[email protected]>: > I think its awesome that you try to make a 3d game engine for Pharo. I > know its not an easy task by a long mark, its tons of hard work to have > something reliable. Thank you for your efforts and if you want a beta > tester I will be more than happy to help you. > > Saying that I am highly skeptical . There is a reason why 3d engines > rarely become popular in dynamic languages. Performance. Same reason why > C/C++dominate 3d graphics and audio synthesis. > > I agree that sending things to GPU will greatly boost performance for > Pharo not just for Graphics but for all sort of things. CUDA and OpenCL can > be used for loads of different computations and a good modern GPU can offer > 8 times the performance of a good CPU. > > On the other hand having a good 3d game engine for Pharo is a thousand > times better than not having such a thing at all. So keep rocking :) > > > On Fri, Jun 13, 2014 at 6:16 AM, Ronie Salgado <[email protected]> > wrote: > >> I am working on making a video game engine in Pharo. Recently added a FPS >> counter and recorded some samples: http://youtu.be/-2ida5Q1mbg . >> >> Lets say I was quite surprised, so I have yet a lot more to optimize, but >> a good trick seems to be making some computation in the GPU. >> >> In this video, I show 6 early examples. The water example is still >> incomplete, missing reflection/refractions, but it shows what happens when >> I compute the water waves using a shader in the GPU. >> >> Please, pay a close attention to the FPS count. >> >> BTW, it feels slow because of the screen capture and the tearing is there >> because I haven't enabled vsync, but I have support for it. >> >> Greetings, >> Ronie Salgado >> > >
